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    Struct LagCompensationConfig

    Singleton entity that allow to configure the NetCode LagCompensation system. If the singleton does not exist the PhysicsWorldHistory system will not run. If you want to use PhysicsWorldHistory in a prediction system the config must exist in both client and server worlds, but in the client world HistorySize can be different from the server - usually 1 is enough on the client.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    public struct LagCompensationConfig : IComponentData, IQueryTypeParameter

    Fields

    ClientHistorySize

    The number of physics world states that are backed up on the client. This cannot be more than the maximum capacity, leaving it at zero will give you the default which is one.

    Declaration
    public int ClientHistorySize
    Field Value
    Type Description
    Int32

    ServerHistorySize

    The number of physics world states that are backed up on the server. This cannot be more than the maximum capacity, leaving it at zero will give you the default which is max capacity.

    Declaration
    public int ServerHistorySize
    Field Value
    Type Description
    Int32

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    In This Article
    • Fields
      • ClientHistorySize
      • ServerHistorySize
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